
Play at Your Pace
Set the gameplay speed and toggle music and sound. Slow and thoughtful or quick and efficient — the room adjusts to you.
Deal, Charleston, and build your hand against three sharp opponents. Full National Mah Jongg League play — jokers, courtesy passes, the whole card — with a pace you control.


The Game
Sit down to a genuine game of American Mah Jongg in a calm, well-lit room. MahjMoney runs the wall, the deal, and three seasoned opponents — so your attention stays where it belongs: on the NMJL card and the hand you're building toward.
Game Information
Everything a returning player expects — plus the small courtesies that make a session worth keeping.

Set the gameplay speed and toggle music and sound. Slow and thoughtful or quick and efficient — the room adjusts to you.

Fresh objectives every day: play matches, complete hands, pull off a courtesy pass. Claim your reward on completion.

Coins, XP, diamonds, boosts, and jokers — a growing streak of rewards just for coming back to the table.

Sort your rack, follow the National Mah Jongg League card, and use jokers to complete authentic winning hands.

Pass three tiles right, across, and left with all three opponents — the exchange that defines American Mah Jongg.

A warm, well-furnished game room with a full four-seat table, and your coins, diamonds, and jokers close at hand.
How to Play
What you need
4 players, a 152-tile American set (includes 8 jokers and 8 flowers), racks, dice, and the current year's National Mah Jongg League card. Every winning hand must match a hand printed on that card.
Turn all tiles face down and mix them ("the wash"). Each player stacks 19 tiles two high and pushes the wall forward into a square.
Roll the dice to pick East, the dealer. Deal 13 tiles to each player and 14 to East. Stand them on your rack so only you can see them.
Look at the card and find a hand your tiles are closest to. Keep a backup in mind — you'll likely switch at least once.
Pass 3 unwanted tiles right, then across, then left. If everyone agrees, run a second Charleston (left, across, right), then an optional courtesy pass of up to 3 tiles across. Jokers can never be passed.
East discards first and says the tile out loud. Play moves to the right. Each turn: draw from the wall, then discard. You may claim the tile someone just discarded if it completes a pung (3), kong (4), or quint (5) — but you must expose those tiles on your rack for everyone to see.
Jokers stand in for any tile inside a group of three or more. They can't be used for a single tile or a pair. If you hold the real tile matching an exposed joker, you can swap for it.
When your 14 tiles exactly match a hand on the card, call "Mah Jongg" and expose your rack. If the wall runs out first, it's a wall game and no one wins.
New player tip
Commit to one hand a little later than feels comfortable. Flexibility in the early game beats speed.
The wall, the deal, the roll.



We're putting the final polish on the game. Drop your email and we'll let you know the moment MahjMoney goes live.